Microsoft Design
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Microsoft Design

Taking the Leap from 2D to 3D

Notes from my first year on the HoloLens design team

I felt as though I had jumped into the driver’s seat without knowing how to drive the car. I was overwhelmed and scared, yet very focused.

Good-bye frame. Hello spatial / diegetic UI

Body-Locked / Tag Along
World-Locked

World-locked positioning places an element in a specific area within a user’s environment. It’s one of the most magical things a user can experience in HoloLens.

Diegetic UI + World locked
Fragments — Diegetic UI examples (Images from HoloLens site)

The return of skeuomorphism and magical interaction

Job Simulator
Doraemon’s magical door (left) and Ruby slippers(right)

Understand different input methods

Available inputs in HoloLens (Images from HoloLens site)

As Bill Buxton often says, “Everything is best for something, and worst for something else”.

Senso (Left) and Manus VR(Right)

Sketch the scene and test in the headset

No matter how closely I sketched out the scene in 3D, the actual experience in headset was almost never the same as the sketch. That’s why it’s important to test out the scene in the target headsets.

I made this simple tutorial for non-programmers like myself.

Take the leap

Recommended articles on HoloLens app design & development by designers at Microsoft

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Stories from the thinkers and tinkerers at Microsoft. Sharing sketches, designs, and everything in between.

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